/Engine/Source/Runtime/Engine/Classes/Components/DirectionalLightComponent.h
A light component that has parallel rays. Will provide a uniform lighting across any affected surface (eg. The Sun). This will affect all objects in the defined light-mass importance volume.
class UDirectionalLightComponent : public [ULightComponent](API\Runtime\Engine\Components\ULightComponent)
FLinearColor
AtmosphereSunDiskColorScale
A color multiplied with the sun disk luminance.
int32
AtmosphereSunLightIndex
Two atmosphere lights are supported. For instance: a sun and a moon, or two suns.
uint32:  1
bAtmosphereSunLight
Whether the directional light can interact with the atmosphere, cloud and generate a visual disk.
uint32:  1
bCastCloudShadows
Whether the light should cast any shadows from clouds onto the atmosphere and other scene elements.
uint32:  1
bCastModulatedShadows
Whether the light should cast modulated shadows from dynamic objects (mobile only).
uint32:  1
bCastShadowsOnAtmosphere
Whether the light should cast any shadows from opaque meshes onto the atmosphere.
uint32:  1
bCastShadowsOnClouds
Whether the light should cast any shadows from opaque meshes onto clouds.
uint32: 1
bEnableLightShaftOcclusion
Whether to occlude fog and atmosphere inscattering with screenspace blurred occlusion from this light.
uint32:  1
bPerPixelAtmosphereTransmittance
Whether to apply atmosphere transmittance per pixel on opaque meshes, instead of using the light global transmittance.
uint32:  1
bUseInsetShadowsForMovableObjects
Stationary lights only: Whether to use per-object inset shadows for movable components, even though cascaded shadow maps are enabled.
float
CascadeDistributionExponent
Controls whether the cascades are distributed closer to the camera (larger exponent) or further from the camera (smaller exponent).
float
CascadeTransitionFraction
Proportion of the fade region between cascades.
FLinearColor
CloudScatteredLuminanceScale
Scales the lights contribution when scattered in cloud participating media.
float
CloudShadowDepthBias
The bias applied to the shadow front depth of the volumetric cloud shadow map.
float
CloudShadowExtent
The world space radius of the cloud shadow map around the camera in kilometers.
float
CloudShadowMapResolutionScale
Scale the cloud shadow map resolution, base resolution is 512.
float
CloudShadowOnAtmosphereStrength
The strength of the shadow on atmosphere. Disabled when 0.
float
CloudShadowOnSurfaceStrength
The strength of the shadow on opaque and transparent meshes. Disabled when 0.
float
CloudShadowRaySampleCountScale
Scale the shadow map tracing sample count.
float
CloudShadowStrength
The overall strength of the cloud shadow, higher value will block more light.
float
DistanceFieldShadowDistance
Distance at which the ray traced shadow cascade should end.
int32
DynamicShadowCascades
Number of cascades to split the view frustum into for the whole scene dynamic shadow.
float
DynamicShadowDistanceMovableLight
How far Cascaded Shadow Map dynamic shadows will cover for a movable light, measured from the camera.
float
DynamicShadowDistanceStationaryLight
How far Cascaded Shadow Map dynamic shadows will cover for a stationary light, measured from the camera.
int32
FarShadowCascadeCount
0: no Far Shadow Cascades, otherwise the number of cascades between DynamicShadowDistance and FarShadowDistance that are covered by Far Shadow Cascades.
float
FarShadowDistance
Distance at which the far shadow cascade should end.
int32
ForwardShadingPriority
Forward lighting priority for the single directional light that will be used for forward shading, translucent, single layer water and volumetric fog.
FLightmassDirec...
LightmassSettings
The Lightmass settings for this object.
FVector
LightShaftOverrideDirection
Can be used to make light shafts come from somewhere other than the light's actual direction.
float
LightSourceAngle
Angle subtended by light source in degrees (also known as angular diameter).
float
LightSourceSoftAngle
Angle subtended by soft light source in degrees.
FColor
ModulatedShadowColor
Color to modulate against the scene color when rendering modulated shadows. (mobile only)
float
OcclusionDepthRange
Everything closer to the camera than this distance will occlude light shafts.
float
OcclusionMaskDarkness
Controls how dark the occlusion masking is, a value of 1 results in no darkening term.
float
ShadowAmount
Control the amount of shadow occlusion. A value of 0 means no occlusion, thus no shadow.
float
ShadowCascadeBiasDistribution
Controls the depth bias scaling across cascades.
float
ShadowDistanceFadeoutFraction
Controls the size of the fade out region at the far extent of the dynamic shadow's influence.
float
ShadowSourceAngleFactor
Shadow source angle factor, relative to the light source angle.
float
TraceDistance
Determines how far shadows can be cast, in world units. Larger values increase the shadowing cost.